Ambiguity in Game Design: What developers can learn from Dear Esther
I decided to start this blog with a post about Dear Esther because it was the first game in the relatively new genre of ‘Walking Simulators’. It is revolutionary in many ways, most notably for getting rid of video game conventions and exploring what lies at the core of interactive experiences. What do we really need to present to the player to create a ‘meaningful’ experience?
This post will dive deep into Dear Esther’s creation, intention, and reception and try to draw conclusions from this unique video game experience. Note that this post does contain spoilers and a brief description of the ending, so if you have not yet played Dear Esther you should experience it yourself before reading this post.